Both Flammenzunge and Frostbrand can be refreshed up to 4.5 seconds early and no buff duration will be lost, due to the pandemic effect.

Also note that Tobende Blitze is only used in Single Target if using the Tier 20 2 piece bonus, regardless of whether Tosender Sturm is taken or not.

Cleave damage

The Tobende Blitze buff should be maintained but not at the cost of Sturmschlag uses, to capitalise on the splash effect from Lavapeitsche/Sturmschlag which also triggers in single target, and should be used in place of Lava Lash to maintain it when two targets can consistently be hit. Other than this the rotation stays the same.

Bear in mind this is the most catch all opener that will attempt to get all buffs up before you enter into the Schicksalswinde window, whilst also giving the longest possible time to trigger Sturmbringer before unleashing tools that gain from it. You can forego some of the spells following Wildgeist if you have triggered Sturmbringer and enter into Schicksalswinde early, but this is at your discretion.

Other Notes

Fury of Air

When using Zorn der Luft, you should always be aware of the constant drain that will be happening on your Maelstrom. Due to this, it is even more important to leave yourself a small buffer of 6-10 Maelstrom at all times when spending so that it will not fall off and force you into re-activating it, wasting a Global Cooldown. Always be aware of that drain before dumping any Maelstrom, and this is also the reason I have recommended in the rotation to only spend under the conditions of having 10 or more spare, to err on the side of caution.

Basic Enhancement Shaman Abilities

Offensive Abilities

Tobende Blitze - Uses Mahlstrom to electrocute enemies in front of you, dealing light Nature damage. Hitting multiple targets enhances your weapons for a few seconds, causing Sturmschlag and Lavapeitsche to also deal light Nature damage to all targets in front of you.

Flammenzunge - Scorches a target, dealing light Fire damage and enhancing your weapons for a few seconds to deal extra Fire damage with each attack.

Frostbrand - Chills a target, dealing light Frost damage and enhancing your weapons for a few seconds, causing each attack to also reduce the target's movement speed for a few seconds.

Offensive Cooldowns (no talents)

Schicksalswinde - 1 minute cooldown, 6 second duration (Artifact ability)Causes all auto attacks to guarantee a windfury proc for 200% increased damage. Extremely good for frequent burn phases, and capping out Maelstrom on demand for both damage and additional Mahlstrom to self heal with Heilende Woge.

Defensive/Mobility Cooldowns (no talents)

Astralverschiebung - 1.5 minute cooldown, 8 second duration.provides 40% damage reduction for a brief period, is great for surviving a brief spike of damage.

Heilende WogeBuffed significantly, healing for 550% of our Spell Power, and can also consume 20 Maelstrom to become instant. Is reasonably powerful and consistent active self healing, but is limited by Mana, which allows generally for 4 casts per full mana bar and roughly an 8~ sec recharge of in combat mana regeneration per each subsequent cast.

Geisterpfoten 1 minute cooldown, 8 second duration. Movement speed buff for increased mobility, is a great tool on a low cooldown, with a respectable duration.

Utility Spells/Abilities

Sturmpeitsche - Passive RPPM proc.Damage proc for two party or raid members (can be yourself or any other DPS/Tank), scales with the Schamane's stats and deals nature damage based on time remaining. Extra damage for free to play into the “group buff” fantasy, but can be treated solely as a damage proc for the purposes of estimating damage.

Verhexen - 30 second cooldown, 1 minute duration.Crowd Control spell pacifying the target for long periods.